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Socratic Design

An Introductory Resource for RPG Design and Theory. Tuesday, April 07, 2015. What is a “Catch-Up” Mechanic? We all know that’s true, so what then? In many games, especially traditional games that were made prior to 2001, the usual method of resolving this imbalance was the person behind had to get extremely lucky to win or he just lost. This was especially true of games that featured a Death Spiral. Or about landing on Free Parking. Healing Surges in D&D 4e: This mechanic lets a hero who is behind on hit...

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Socratic Design | socratesrpg.blogspot.com Reviews
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An Introductory Resource for RPG Design and Theory. Tuesday, April 07, 2015. What is a “Catch-Up” Mechanic? We all know that’s true, so what then? In many games, especially traditional games that were made prior to 2001, the usual method of resolving this imbalance was the person behind had to get extremely lucky to win or he just lost. This was especially true of games that featured a Death Spiral. Or about landing on Free Parking. Healing Surges in D&D 4e: This mechanic lets a hero who is behind on hit...
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Socratic Design | socratesrpg.blogspot.com Reviews

https://socratesrpg.blogspot.com

An Introductory Resource for RPG Design and Theory. Tuesday, April 07, 2015. What is a “Catch-Up” Mechanic? We all know that’s true, so what then? In many games, especially traditional games that were made prior to 2001, the usual method of resolving this imbalance was the person behind had to get extremely lucky to win or he just lost. This was especially true of games that featured a Death Spiral. Or about landing on Free Parking. Healing Surges in D&D 4e: This mechanic lets a hero who is behind on hit...

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Socratic Design: May 2014

http://socratesrpg.blogspot.com/2014_05_01_archive.html

An Introductory Resource for RPG Design and Theory. Thursday, May 15, 2014. Socratic Design Anthology #9. What is Creative Agenda? What is an Endgame? What is Chopping the World in Two? Does Setting Still Matter? What is Rule Zero? Equipment Lists - A Lament. Design Journal #1: Envisioning Play. Design Journal #2: Brainstorming. Design Journal #3: Distractions. Design Journal #4: Breaking Up My Game. Socratic Design Anthology #1. Socratic Design Anthology #2. Socratic Design Anthology #3. 8221; Well, tha...

2

Socratic Design: Who has final say?

http://socratesrpg.blogspot.com/2015/02/who-has-final-say.html

An Introductory Resource for RPG Design and Theory. Tuesday, February 03, 2015. Who has final say? This is a more advanced theory topic than I usually deal with on Socratic Design, but in light of me coming to a deeper understanding about RPG play and RPG design, I feel I need to share this with my audience. Within the last twelve months I have written articles about GM Fiat. And The GoldenRule (aka Rule Zero). Do the players go along with it? Do they rebel and leave? It doesn’t matter. Either ...8221; t...

3

Socratic Design: Is Publishing Really That Painful?

http://socratesrpg.blogspot.com/2010/08/is-publishing-really-that-painful.html

An Introductory Resource for RPG Design and Theory. Thursday, August 12, 2010. Is Publishing Really That Painful? The answer is yes. Over and over on podcasts and forums, you can see experienced independant RPG publishers talking about how painful the process of publishing really is. This post in an anecdote. I was midway through my first series of DL-Quarterly. I had sent the PDF files of "Standoff! The PDF for Standoff! Posted by Troy Costisick. Subscribe to: Post Comments (Atom). Out of the Box.

4

Socratic Design: What is GM Fiat?

http://socratesrpg.blogspot.com/2012/11/what-is-gm-fiat.html

An Introductory Resource for RPG Design and Theory. Thursday, November 15, 2012. What is GM Fiat? In keeping with my resolution. Some of the older. Ideas in RPG theory. I’m going to very briefly tackle GM fiat. This term has had something of a negative connotation since the IndieRPG movement began back in 2000, but it didn’t always used to be that way. I’ve seen some people use it as a synonym for “dictatorship” or “the GM is god” or “bad game design.”. But it doesn’t mean any of those things. Players ar...

5

Socratic Design: What is Rule Zero?

http://socratesrpg.blogspot.com/2014/05/what-is-rule-zero.html

An Introductory Resource for RPG Design and Theory. Friday, May 02, 2014. What is Rule Zero? Today I’m looking at a topic that became a really hot-button issue in the early 2000’s. And even to this day, arguments over it will arise on one online forum or another. It’s called “Rule Zero.” If you don’t know what that is, it’s probably a good thing, but more than likely, you’ve had some experience with it whether you know it or not. Disaster filled with GM Fiat. Punts, then you are right. The first reason R...

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Proyecto d20: septiembre 2009

http://proyectod20.blogspot.com/2009_09_01_archive.html

Lunes, 28 de septiembre de 2009. Antes de comenzar a hablar del diseño del juego, creo conveniente explicar las razones que me llevaron a comenzar este proyecto y lo que quiero lograr con el mismo. Para mí y mis jugadores. Si de casualidad creo un juego que guste a otras personas, mejor, pero ese no es mi objetivo principal. Existen dos juegos que son mi principal motivación y fuente de frustraciones y, por ende, me llevaron a tomar la decisión de comenzar este proyecto: Dungeons and Dragons y Exalted.

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Proyecto d20: marzo 2010

http://proyectod20.blogspot.com/2010_03_01_archive.html

Miércoles, 24 de marzo de 2010. La verdadera temática del juego. El juego en realidad es acerca del Poder. Poder físico para vencer en cualquier batalla. Poder mágico para moldear las leyes del universo a voluntad. Poder político para liderar a los mortales. Poder divino para desafiar a los dioses. Poder que permite proteger… o destruir. De eso se trata ser un Avatar. ¿Qué harías si de un momento a otro posees la fuerza necesaria para cambiar tu destino? 191;Cómo lo usarías? 191;Qué cambiarías de tu vida?

legacyjournal.blogspot.com legacyjournal.blogspot.com

Troy's Design Journal: January 2008

http://legacyjournal.blogspot.com/2008_01_01_archive.html

My design journal for Divine Legacy Games. Monday, January 28, 2008. Finally, despite all the production delays, The Holmes and Watson Committee is off to its customers. I am SO glad to finally have gotten them in the mail. I received them late Saturday afternoon from the USPS. I was pumped. Whew. There was so much I learned from the first year of DL-Quarterly. I'll be sharing some of that over at Socratic Design. Look for new posts there soon! Posted by Divine Legacy Games. Subscribe to: Posts (Atom).

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Proyecto d20: abril 2010

http://proyectod20.blogspot.com/2010_04_01_archive.html

Jueves, 15 de abril de 2010. 191;Qué hacen los personajes? Los personajes son Avatares. Personas de diversas razas y culturas que habitan en todos los rincones del universo y que, debido a una circunstancia extraordinaria, adquieren capacidades sobre-humanas que los convierten en poderosos héroes y villanos. Las historias que viven los avatares pueden ser muy variadas y las posibilidades son muchas. A continuación describo algunas temáticas de historias y aventuras. 191;Obtuvo enemigos al despertar?

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gråverk: [Ödets fångar] Utkast till kartan

http://graverk.blogspot.com/2012/05/odets-fangar-utkast-till-kartan.html

Lördag 12 maj 2012. Ödets fångar] Utkast till kartan. Prenumerera på: Kommentarer till inlägget (Atom). Ödets fångar - regler. Ödets fångar - karaktärsblad. Visa hela min profil. Ödets fångar] Spelbar version färdig. Ödets fångar] och karta klar. Ödets fångar] Utkast till kartan. Hästkapplöpningar och våldsamma sporter. Boningen.org - en blogg om rollspel. Socratic Design Topical Index #2. Märklighetstroget - en podcast om rollspel och rollspelande. Temat Enkel. Använder Blogger.

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gråverk: mars 2012

http://graverk.blogspot.com/2012_03_01_archive.html

Lördag 31 mars 2012. Har också byggt vidare på min duschidé från förut. Det ska bygga helt och hållet på ett resurstänkande, där spelarnas resurser ställs mot spelvärldens. Grundläggande för tanken är att systemet ska vara minimalistiskt och enkelt. Två aktiviteter ska vara utlyfta och något mer komplexa än allt annat, social och fysisk konflikt. Dessa ska vara aningen mer detaljstyrda och bygga på en Death Spiral,. Länkar till det här inlägget. Länkar till det här inlägget. Måndag 26 mars 2012. Swords a...

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gråverk: Inspiration och förändring

http://graverk.blogspot.com/2012/04/inspiration-och-forandring.html

Måndag 9 april 2012. Nu har jag fräshat upp mitt minne av Oidipus från gymnasiet och oj, vilken skithistoria det är, egentligen. Hursomhelst har jag drivit iväg från tragedigrejen; jag gjorde det till ett eventuellet framtida projekt som jag kallar. Jag läste igenom reglerna till både Mouse Guard. För att få lite inspiration. Skitbra båda. Verkligen! Ska kunna användas som ett färdighetsområde för att lösa flera vanligt förekommande hinder. Ska kunna användas praktiskt, teoretiskt och socialt.

willowrants.wordpress.com willowrants.wordpress.com

Fastcast: Episode One | Willow Rants

https://willowrants.wordpress.com/2015/05/08/fastcast-episode-one

Willow's Random Thoughts. Hey, I have a podcast! In our pilot episode, I talk with Colin Reagan about Curative and Transformative Fandom, Kerbal Space Program, the Best Pilot Episode Ever, and the Appeal of Apocalyptic Fiction. The Reddit Post about Creative and Transformative Fandom. The Concept of Religious Canon. Willow’s Twitch Channe. PC Gamer Review of Kerbal Space Program. Willow’s Game of Thrones Fan Fiction. I Am Legend alternate ending. Leave a Reply Cancel reply. Enter your comment here.

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Event Scheduling for 2014 | Willow Rants

https://willowrants.wordpress.com/2014/03/30/event-scheduling-for-2014

Willow's Random Thoughts. Event Scheduling for 2014. Timeslots for Forge Midwest 2014 will be as follows:. 9 AM: Early Bird Session. 1 PM: Afternoon Session. 7 PM: Evening Session. 11 PM: Night Owl Session. Since these timeslots will not necessarily work for everyone (I can hear you saying “who gets up that early/stays up that late? 8221;), in addition, a number of boardgames and other short games will be made available for anyone’s use in the con “main area.”. March 30, 2014 at 10:36 am. Next post →.

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Socratic Design

An Introductory Resource for RPG Design and Theory. Tuesday, April 07, 2015. What is a “Catch-Up” Mechanic? We all know that’s true, so what then? In many games, especially traditional games that were made prior to 2001, the usual method of resolving this imbalance was the person behind had to get extremely lucky to win or he just lost. This was especially true of games that featured a Death Spiral. Or about landing on Free Parking. Healing Surges in D&D 4e: This mechanic lets a hero who is behind on hit...

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